Difference between revisions of "AI War:Zenith Paralyzer"

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m (Sk 2013 moved page Zenith Paralyzer to AI War:Zenith Paralyzer: Moving all ai war ships to new category.)
 
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[[Category:AIWar]]
 
[[Category:AIWar]]
 
[[Category:AIWarZR]]
 
[[Category:AIWarZR]]
{{5.026}}<br/>
 
 
{|
 
{|
 
|[[File:AIWarZenithParalyzer.png|left|Zenith Paralyzer]] || valign="top" | Very weak-but-fast attack, but inflicts temporary paralysis against targets it hits.
 
|[[File:AIWarZenithParalyzer.png|left|Zenith Paralyzer]] || valign="top" | Very weak-but-fast attack, but inflicts temporary paralysis against targets it hits.
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== Base Stats ==
 
== Base Stats ==
 
----
 
----
{| border="1" cellpadding="2"
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{{AIWarTableZenithParalyzer}}
! align="center" | [[Ammunition Types and Immunities|Ammo Type]] || align="center" | [[Armor Types and Bonus Damage|Armor Type]] || align="center" | [[Ammunition Types and Immunities|Immunities]] || align="center" | [[Armor Types and Bonus Damage|Damage Bonuses]]
 
|-
 
| align="center" | Flare  || align="center" | Medium || align="center" |  || align="center" |
 
|}<br/>
 
{| border="1" cellpadding="2"
 
! align="center" | [[Knowledge|Mark]] || align="center" | [[Knowledge|Ship Cap]] || align="center" | [[Armor|Damage]] || align="center" | Attack Range || align="center" | Reload || align="center" | Health || align="center" | [[Armor]] || align="center" | [[Engines and Speed|Speed]] || align="center" | [[Engines and Speed|Engine Health]] || align="center" | Single Ship DPS || align="center" | Ship Cap DPS || align="center" | [[Abilities]]
 
|-
 
| align="center" | I  || align="center" | 98 || align="center" | 2,500 || align="center" | 5,000 || align="center" | 8 sec || align="center" | 50,400 || align="center" | 900 || align="center" | 80 || align="center" | 100 || align="right" | 313 dmg/sec || align="right" | 30,625 dmg/sec || align="left" | Attack Paralyzes x8
 
|-
 
| align="center" | II  || align="center" | 88 || align="center" | 5,000 || align="center" | 5,000 || align="center" | 8 sec || align="center" | 100,800 || align="center" | 1,800 || align="center" | 80 || align="center" | 100 || align="right" | 625 dmg/sec || align="right" | 55,000 dmg/sec || align="left" | Attack Paralyzes x10
 
|-
 
| align="center" | III || align="center" | 78 || align="center" | 7,500 || align="center" | 5,000 || align="center" | 8 sec || align="center" | 151,200 || align="center" | 2,700 || align="center" | 80 || align="center" | 100 || align="right" | 938 dmg/sec || align="right" | 73,125 dmg/sec || align="left" | Attack Paralyzes x12
 
|-
 
| align="center" | IV  || align="center" | 68 || align="center" | 10,000 || align="center" | 5,000 || align="center" | 8 sec || align="center" | 201,600 || align="center" | 3,600 || align="center" | 80 || align="center" | 100 || align="right" | 1,250 dmg/sec || align="right" | 85,000 dmg/sec || align="left" | Attack Paralyzes x14
 
|-
 
| align="center" | V  || align="center" | 49 || align="center" | 12,500 || align="center" | 5,000 || align="center" | 8 sec || align="center" | 252,000 || align="center" | 4,500 || align="center" | 80 || align="center" | 100 || align="right" | 1,563 dmg/sec || align="right" | 76,563 dmg/sec || align="left" | Attack Paralyzes x16
 
|} <br/>
 
{| border="1" cellpadding="2"
 
! align="center" | [[Knowledge|Mark]] || align="center" | [[Knowledge]] || align="center" | [[Metal and Crystal|Metal Cost]] || align="center" | [[Metal and Crystal|Crystal Cost]] || align="center" | Total Cost || align="center" | [[Energy|Energy Cost]] || align="center" | [[Build Time and Constructors|Build Time]] || align="center" | Cap Metal Cost || align="center" | Cap Crystal Cost || align="center" | Cap Total Cost || align="center" | Cap Energy Cost || align="center" | Ship Cap Build Time
 
|-
 
| align="center" | I  || align="center" | -- || align="center" | 200  || align="center" | 50 || align="center" | 250 || align="center" | 100 || align="center" | 00:00:02 || align="center" | 19,600 || align="center" | 4,900 || align="center" | 24,500 || align="center" | 9,800 || align="center" | 00:03:16
 
|-
 
| align="center" | II  || align="center" | 2,500 || align="center" | 400  || align="center" | 100 || align="center" | 500 || align="center" | 200 || align="center" | 00:00:04 || align="center" | 35,200 || align="center" | 8,800 || align="center" | 44,000 || align="center" | 17,600 || align="center" | 00:05:52
 
|-
 
| align="center" | III  || align="center" | 6,000 || align="center" | 800  || align="center" | 200 || align="center" | 1,000 || align="center" | 200 || align="center" | 00:00:07 || align="center" | 62,400 || align="center" | 15,600 || align="center" | 78,000 || align="center" | 15,600 || align="center" | 00:09:06
 
|-
 
| align="center" | IV  || align="center" | [[Advanced Factory|Adv Fac]] || align="center" | 1,200  || align="center" | 300 || align="center" | 1,500 || align="center" | 200 || align="center" | 00:00:10 || align="center" | 81,600 || align="center" | 20,400 || align="center" | 102,000 || align="center" | 13,600 || align="center" | 00:11:20
 
|-
 
| align="center" | V  || align="center" | [[Core Fab]] || align="center" | 1,600  || align="center" | 400 || align="center" | 2,000 || align="center" | 200 || align="center" | 00:00:14 || align="center" | 78,400 || align="center" | 19,600 || align="center" | 98,000 || align="center" | 9,800 || align="center" | 00:11:26
 
|}
 
  
 
== How to use in your fleet ==
 
== How to use in your fleet ==
 
This is another ship-type that you'll be constantly replacing due to their paper-thin health. It is, however, worth doing so, as they will turn a good fraction of the AI fleet into sitting ducks. The more you separate the AI fleet into manageable chunks of ~100 (so that a cap of Paralysers can freeze them all in one or two hits), the better their talents will be put to use.
 
This is another ship-type that you'll be constantly replacing due to their paper-thin health. It is, however, worth doing so, as they will turn a good fraction of the AI fleet into sitting ducks. The more you separate the AI fleet into manageable chunks of ~100 (so that a cap of Paralysers can freeze them all in one or two hits), the better their talents will be put to use.
  
Upgrading is purely a matter of improving their miserable health and the net number of stun guns on the field. Otherwise, a cap of Paralyzer-Is sitting under a forcefield work just as well as a cap of Paralyzr-IVs - their DPS is inconsequential and can take the hit.
+
Upgrading is purely a matter of improving their miserable health and the net number of stun guns on the field. Note that Paralyzer-Is can't quite stun-lock all of their target since the paralysis time is exact equal to cool down. Otherwise, a cap of Paralyzer-Is sitting under a forcefield work just as well as a cap of Paralyzr-IVs - their DPS is inconsequential and can take the hit.
  
 
== How to counter when in the AI fleet ==
 
== How to counter when in the AI fleet ==
Coming soon
+
Paralyzers are fragile and can easily be blown into oblivion. However, it is important that Turrets be covered or be left out of range when the AI comes knocking - these guys can stun turrets (you '''really''' don't want that in an attack wave with lots of other units knocking on your door). Therefore, a defensive setup can be better conducted at the wormhole entrance than at your Command Stations/Infrastructure.
 +
 
 +
Making sure you have more than twice the number of ships than the number of Paralyzers will be a good idea, or a collection of paralysis-immune ships ([[Flagship]]s, say).
  
 
{{AIWarShips}}
 
{{AIWarShips}}
 
{{AIWarRefNav}}
 
{{AIWarRefNav}}

Latest revision as of 11:32, 16 February 2015

Zenith Paralyzer
Very weak-but-fast attack, but inflicts temporary paralysis against targets it hits.

Great when combined with other ship types.


Base Stats


Ship Cap Ammo Type Armor Type Immunities Damage Bonuses
192 Flare Medium


Mark Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Ship Cap DPS Ship Cap HP Abilities
I 12 5,000 8 sec 255 4 80 100 2 dmg/sec 288 dmg/sec 48,960 Attack Paralyzes For 8 Seconds
II 26 5,000 8 sec 510 9 80 100 3 dmg/sec 624 dmg/sec 97,920 Attack Paralyzes For 10 Seconds
III 38 5,000 8 sec 770 13 80 100 5 dmg/sec 912 dmg/sec 147,840 Attack Paralyzes For 12 Seconds
IV 52 5,000 8 sec 1,020 18 80 100 7 dmg/sec 1,248 dmg/sec 195,840 Attack Paralyzes For 14 Seconds
V 64 5,000 8 sec 1,280 22 80 100 8 dmg/sec 1,536 dmg/sec 245,760 Attack Paralyzes For 16 Seconds


Mark Knowledge Metal Cost Crystal Cost Total Cost Energy Cost Build Time Cap Metal Cost Cap Crystal Cost Cap Total Cost Cap Energy Cost Cap Build Time
I -- 200 50 250 100 00:00:02 19,200 4,800 24,000 9,600 00:03:12
II 2,500 400 100 500 200 00:00:04 38,400 9,600 48,000 19,200 00:06:24
III 4,000 800 200 1,000 200 00:00:07 76,800 19,200 96,000 19,200 00:11:12
IV Adv Fac 1,200 300 1,500 200 00:00:10 115,200 28,800 144,000 19,200 00:16:00
V Core Fab 1,600 400 2,000 200 00:00:14 153,600 38,400 192,000 19,200 00:22:24

How to use in your fleet

This is another ship-type that you'll be constantly replacing due to their paper-thin health. It is, however, worth doing so, as they will turn a good fraction of the AI fleet into sitting ducks. The more you separate the AI fleet into manageable chunks of ~100 (so that a cap of Paralysers can freeze them all in one or two hits), the better their talents will be put to use.

Upgrading is purely a matter of improving their miserable health and the net number of stun guns on the field. Note that Paralyzer-Is can't quite stun-lock all of their target since the paralysis time is exact equal to cool down. Otherwise, a cap of Paralyzer-Is sitting under a forcefield work just as well as a cap of Paralyzr-IVs - their DPS is inconsequential and can take the hit.

How to counter when in the AI fleet

Paralyzers are fragile and can easily be blown into oblivion. However, it is important that Turrets be covered or be left out of range when the AI comes knocking - these guys can stun turrets (you really don't want that in an attack wave with lots of other units knocking on your door). Therefore, a defensive setup can be better conducted at the wormhole entrance than at your Command Stations/Infrastructure.

Making sure you have more than twice the number of ships than the number of Paralyzers will be a good idea, or a collection of paralysis-immune ships (Flagships, say).




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